Hunne
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Hunne replied to ferram4's topic in KSP1 Mod Releases
seems some of the installation was messed up for some reason, after putting all the stuff together again it works...sort of... just did a flight halfway to the northpole...all went well...until at least Valentina and the data survived, turning on FAR helpers in midflight was not the smartest idea after all, but retroboosters and chutes was^^- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Hunne replied to ferram4's topic in KSP1 Mod Releases
hehehe just saying, it does not matter if I go slow or not, just keeps breaking up... no matter how well aligned all the CoM/CoT bubbles are, match ´em, put ´em behind or in front of each other, build X-1 or U-2 style contraptions, won´t take off or instantly break up also the statistics window in the hangar shows exactly....nothing, I highly doubt that this is intended @flashblade: I´ve been trying to limit pitch etc. but that did not help at all, if I ever find that mod using the search I´ll give it a try^^- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Hunne replied to ferram4's topic in KSP1 Mod Releases
they are? wait a sec...what the...little green heads shall roll for this... so, one issue fixed, what about the breaking up? wings should be added to the fuselage or one wing to fuselage and other wingparts on the fuselage-connected wing? edit: nope, does not work...- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Hunne replied to ferram4's topic in KSP1 Mod Releases
Hello ferram4, hello guys, I seem to have a strange issue, my aircrafts won´t take off at all from the runway until they pass over the grassy part and when the landscape banks down, they suddenly do fly...some designs are able to go way past mach 1 and still are glued to the runway until see above also, anything I come up with beyond really basic design tends either to go to the right (not rolling, I think yaw is the proper word) and as soon as I try to lift the nose simply breaks into pieces...with rockets it´s all fine I attached a screenshot of my currently installed mods, so maybe someone has an idea about what the hey- 14,073 replies
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fancy as in aircraft styles I´ve seen, are used today etc., they do look like they should fly but they frankly do not as for mods I use quite a few, I´ll name a few I think which might be conflicting: -deadly reentry -fuel wings -kerbal joint reinforcement -modular flight integrator -procedural dynamics -procedural parts the others are for additional parts for rockets etc. so I don´t assume they´ll play part in this it´s not a bug that crashes the game, only my aircraft as for too little lift: the one very basic design that works has enough lift (since it does fly pretty well once of the runway apart from also generating insane gee forces) but is also glued to said runway until I run over the last short grassy part before the landscape banks downwards well, thx so far, I´ll check out the link to FAR you provided
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Guys, I´m really fed up with FAR. Nothing "fancy" I build ever works and instantly either deviates oddly to the right (mostly) or more or less instantly breaks up the instant I try to steer when airborne. Only very basic designs seem to work but generate insane amounts of gee forces even when using the fine controls (caps lock). Lowering the various settings on control surfaces doesn´t help very much. Also, no craft ever takes off properly, it always need to roll past the runway, some going > mach 1 and still appear to be glued to the runway. Is it a conflict with another mod or am I doing something wrong?
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mmmh...don´t get me wrong, I´ve been using ScanSat in previous releases but this one is kinda weird: I´ve been used to simply inject the satellite into a polar orbit and then just wait for the planet under the device to rotate which resulted sooner or later in a more or less complete map - why does this not work? the way it is, it´s pretty much a pain in the arse to adjust inclination every orbit (and a half maybe )
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so, now that I´ve gotten like a ton of mods, I cannot return to the SC after splashdown workaround would be to F5, kill KSP and restart which is no problem since it only takes 1 min to restart is there any solution to this
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aaah thx for the headsup
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so, any link to a tutorial how to make a model in, say, cinema4d (I got tons of models there even a nice somewhat procedural script for cities (yes, as in major landscape filling cities, but could be a RAM eater)) and then getting this into unity? or how ´bout a joint venture? I do the modelling you do the placing...pm me or something
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so I figure there is at least one thing to do with those small to huge thingies - capture them and plaster LKO until no kerbal will ever leave kerbin in a rocket - ever. but how do I track their trajectory? I´ve seen in a Scott Manley video that he had the trajectories but my game only shows the approx. positions with a "?" what do I have to do / research to see where they are actually going? guessing is beyond my delta-V capacity mostly
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getting all the stuff I want seems virtually impossible
Hunne replied to Hunne's topic in KSP1 Mods Discussions
any good mods for roverparts? I never really get the hang of designing one with good usability with the stock parts despite reading some threads on that topic...well, didn´t try since 0.21 or so -
getting all the stuff I want seems virtually impossible
Hunne replied to Hunne's topic in KSP1 Mods Discussions
nice, gonna try out tac -
getting all the stuff I want seems virtually impossible
Hunne replied to Hunne's topic in KSP1 Mods Discussions
errr...woot? look bud, if I enter "mechjeb" in the search I get anything but the mechjeb thread, so for me this is broken I know how the search works, but usually I would expect a normal search to only search thread titles and not vice versa which I would expect from some sort of advanced search look, I used the advanced search to look up "hot rockets" in thread titles only, this is what I get: Search: Type: Forums, Posts, Visitor Messages, Blog Comments, Blog Entries, Articles, Static Pages; Keyword(s): rockets it is broken. period. oh, btw. any good mod for lifesupport out there? -
getting all the stuff I want seems virtually impossible
Hunne replied to Hunne's topic in KSP1 Mods Discussions
thx next problem: dropped hot and cool rockets for testing in a fresh install got no exhaust at all now...I just want some firework dammit^^...the cooling effects however are pretty, uhm...cool Talisar: ...that is IF I find them at all...search too is broken in the forum -
I´ve been updating to 0.23.5 recently which means I have to update my mods again I wanted to get hot and cool rockets too but it says I need an updated version of DRE...but where do I get it? I´m really stuck with the spaceport, the one I find there is 0.19 ? oh and, last update attempt resulted in parachutes not doing anything but deploying...no slowdown etc... It would be nice if modders could provide links to dependencies so one doesn´t have to search and then eventually getting the wrong on so one has to start all over again also, what is this with modulemanager.dll? I think mechJeb gets me an outdated version I´m really confused atm - help pls
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You Will Not Go To Space Today - Post your fails here!
Hunne replied to Mastodon's topic in KSP1 Discussion
17/23 tries where like insta-explode for no (obvious) reason with the payload surviving every time in its procedural egg...the other six times that newly built rocket actually nearly got into orbit something went wrong with the staging and/or missing sepratrons OR, shame on me, running out of power (duh!!)...so for today, no more fiddling around with this -
How did you feel when you made your first rocket/orbit/landing?
Hunne replied to JiWint's topic in KSP1 Discussion
uh thats quite some time ago now, but I remember: sweaty hands, heartbeat around 180 and an ultimate feeling of relieve when that contraption finally stopped swaying and the landing was complete...that was the first mun landing...dunno about the first orbit, that was not so hard but took some tries and the view was quite rewarding...these where the times with a more "hands on" approach, nowadays i´m lazy and prefer hacking numbers into mechjeb... the next big thing to do was most likely getting to another planet, a thing that was extremely hard for me with or without mechjeb until i read up on some basic and maybe not so basic stuff concernig this... well, you know...nodes, nerds, more nodes and this: -
The easiest and simplest SSTO (in sandbox, anyway)
Hunne replied to thereaverofdarkness's topic in KSP1 Tutorials
I have yet to come up with a neat design that uses jet engines and e.g. the aero spike...I too get me contraptions most of the time up to 25km or beyond but getting to orbit seems impossible...well, career mode...but i´m almost done with the techtree and I really don´t need bigger plane parts^^ -
[1.0.x (partial)] Atmospheric Sound Enhancement v2.2 (2015-05-05)
Hunne replied to pizzaoverhead's topic in KSP1 Mod Releases
I got the same problem... Observations: I think this happens more often (or rather nothing happening@all) if the craft has more than one engine, which most of my craft have...it happens from time to time that I get the muffled sounds after I have well passed supersonic speeds an some altitude between 20km-40km - also using existing crafts that where built before I installed the plugin seems to trigger this behavior too. But it also works some times. It does not matter if I use a plane or a rocket, however my really fast rockets (=getting fast very fast^^) almost always fail to produce any sonic booms...are they too fast for the computation? I noticed that once in vacuum the muffled sounds work but before that: nothing, just the usual roar... condensation effects seem to work properly no matter what -
sweet! gotta check this out later on I really like Scotts Videos but for me a written guide is better...btw., where can I get that MechJeb-Implant that Scott seems to have?^^ Kudos for fancy rocketeering!
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I tried to build a spaceplane (first try ever!). If I had not reverted to the hangar after each failure I would not have any men left by now. Is there a guide/tutorial somewhere about these things? Obviously I have no clue how to build them for proper flight. thx in advance^^
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Today Fredbald Kerman was sheduled to land on Minmus. Unfortunately the alarm clock for Fredbald was not stored in the craft and thus Fredbald overslept the encounter with Minmus. In revenge, the KSC had him circle for 48 hours (hoping for an accidental encounter) and then had him safely return to Kerbin. Since Fredbald didn´t earn his pay properly he was sent to the Farside crater to take some surface samples. As surplus, Fredbald had the nerves to do an EVA in about 10km over the Mun. He almost made a point landing at the KSC rendering him only a few kilometers west of it. There are rumors that the KSC will attempt to setup a refuelling station to counter the dire effects forgotten alarm clocks can have. Accountants claim that mounting alarm clocks (up to 23 so we are told) is far cheaper than a refuelling station but what the heck do they know about rocket science! Or mounting alarm clocks.